Godot-rust Alternatives
Similar projects and alternatives to godot-rust
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RG3D
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Amethyst
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ecs
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Rustlings
:crab: Small exercises to get you used to reading and writing Rust code!
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godot-rust reviews and mentions
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Hey! Learning my first programming language and wanted some information.
Use Godot. Its Python-inspired GDScript language is what I recommend for the most integrated IDE experience, but, godot-rust makes it easy to safely create a .so/.dll/.dylib which does the same stuff using Godot's GDNative APIs.
- Is Making Advanced GUI Applications with Godot the Future?
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Mobile UI in Rust?
See https://godot-rust.github.io/ for that. It's sort of like PyO3 or Neon or Helix, but for creating Godot modules.
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Our open-source LD50 entry made with Godot + Rust: Fortify your position with water pumps and towers against the ever-spreading blight!
Nope! It has a mechanism called GDNative which allows binding to other languages. Rust has very good support thanks to the godot-rust crate: https://godot-rust.github.io/
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godot-rust 0.10 released
After more than a year, version 0.10.0 brings a lot of progress to godot-rust. There are several new quality-of-life features, such as basic async and serde support, more flexible exporting of Rust symbols to Godot, better CI and doc integration, among many more. The API is now much more user-friendly than at version 0.9, with more consistent naming, flatter module structure and fewer redundancies.
godot-rust is a Rust library which provides bindings to the Godot engine. Rust can be used as a native alternative to the built-in scripting language GDScript, providing better type safety, scalability and performance (while trading off fast prototyping). See also the project's GitHub page.
This does make code more explicit, but also a bit more verbose. Newer Godot versions (and GDExtension) seem to allow more powerful validity checking, which would allow us to go from "user has to assert it's safe" to runtime checks with proper error handling (Result or panic). We've only just started to look into GDExtension, so time will tell -- but our goal is definitely to make godot-rust as "rusty" as possible given the constraints. In case you're interested in the whole background on safety, issue #808 discusses a lot of these points.
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2d library for a game
Godot was already mentioned; there's also a Rust binding https://github.com/godot-rust/godot-rust which I help maintain. You can also use the GDScript language or combine the two.
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Postmortem of 5 Years from Ludum Dare to Unity to Rust to Unreal Engine 4 to 'Done in 1 Month'
godot-rust works very well in terms of integrating Godot and Rust, but if you've never used Rust it will likely be "too hard for you", the API isn't super simple - though this isn't Rust's fault, it's not simple for any language using GDNative
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What was hard about switching to Rust?
There's not much to share. I used the godot bundings to create the dll. Took the hello world example and modified it to do what I wanted. After I had a prototype I hanged it on github, and a few generous contributors joined in and took it to levels beyond my comprehension.
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BITGUN Demo is now live on Steam - a game made in Rust and Godot by a two person fulltime indie dev team over the past 9 months
We're using Godot for the engine and godot-rust for the integration. The experience has been definitely okay-ish (:D), but with no problems on the Rust side. Godot's 2D definitely could use a lot of improvements and some of them are coming in 4.0 (tilemaps, lighting, and overall performance is pretty terrible (almost nothing gets batched)).
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Saw this gem of a post on LinkedIn. Thought I would share
In my case, Godot allows you to build native classes though the GDNative api and there is this amazing crate that takes care of mangling everything inside Rust to build this classes. I just compile it, it builds a Proxy object for Godot to call and I just use it.
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i want to make an 2d game.
on the other hand, if you want to prioritize making games you should check out godot. the scripting language it uses, gdscript, will be immediately comfortable to you because it is syntactically quite similar to python. however, if you need to extend godot's functionality beyond what is feasible or desirable with gdscript, you can use the gdnative rust bindings (bindings also exist for several other languages, including C, C++, and python). this might be an even better approach to learning rust, since you can focus on implementing small independent plugin/module/extension things rather than the overall architecture of the engine.
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Rust alternative for PyGame ?
Godot is nice, and there is rust support plus friendly community. https://github.com/godot-rust/godot-rust
Stats
godot-rust/godot-rust is an open source project licensed under MIT License which is an OSI approved license.
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